This thread will be lengthy and very process oriented, so here's how we're going to go about it.
Do NOT Discuss Tomohawk, please. Tomohawk was created as a Fifth Generation Pokemon, and it will stay as such. It functions perfectly fine, and it was not denied any Fifth Generation goodies as some of the other CAPs were. Any posts that focus on Tomohawk will be deleted. If you feel that strongly about Tomohawk, then please discuss it on IRC/though PM with myself or Deck_Knight. Thanks, Kaxtar.
Because CAP ASB follows canon of the CAP Project, all 4th Generation moves the CAPs possess will be maintained. As such, this project will involve deciding 3 aspects of each 4th Generation CAP Pokemon:
Each CAP will go through a public process of deciding a Hidden Ability consistent with that CAP's Concept, if any.
3. Older Gen Level-up only moves
Moves that can only be obtained by level-up in older generations (including RBY/GSC/ADV Gen TMs/Tutors, which are obv. not applicable to 4th Gen Pokemon)
Any other element (stats, Height/Weight, etc.) is not up for discussion and will remain with the original design of the creators of each CAP Prevo.
Each CAP and its concept will be provided below. A working order will be established based on the most pressing concern.
Notes on any moves lost in the process:A player will be reimbursed for the value of the MC of any move lost in the process. The removal of a Hidden Ability will result in 5 additional MC to reimburse the apportioned DC. Otherwise, no other reimbursements will take place.
Which brings us to 4th Gen CAPs and their concepts:
CAP 1: Syclant
Concept: Infernape-like mixed attacker with a strong offensive type.
CAP 2: Revenankh
Concept: Swampert-like balanced Pokemon with unresisted STABs
Completed Revenankh
Revenankh:
Height: 6' 0"
Weight: 96.8 lbs / 44 kg Evolution: Revenankh Type: Ghost/Fighting Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round. Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place. Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
4th Gen Level-Up Moves:
0 Wrap
0 Bide
5 Sand Tomb
9 Wring Out
13 Rock Tomb
18 Arm Thrust
23 Mean Look
26 Glare
29 Shadow Punch
33 Revenge
38 Power Whip
44 Hammer Arm
52 Punishment
62 Moonlight
5th Gen Level-Up Moves:
0 Wrap
0 Bide
5 Sand Tomb
8 Wring Out
12 Rock Tomb
15 Arm Thrust
19 Mean Look
22 Glare
25 Shadow Punch
28 Vital Throw
33 Revenge
38 Power Whip
44 Hammer Arm
52 Punishment
55 Grudge
62 Moonlight
Egg Moves:
Counter
Curse
Destiny Bond
Force Palm
Hex
Mach Punch
Memento
Nasty Plot
Shadow Sneak
Submission
Wide Guard
4th Gen Tutor Moves:
Ancientpower
Helping Hand
Ice Punch
Knock Off
Mud-Slap
Ominous Wind
Pain Split
Spite
Sucker Punch
Superpower
Trick
Vacuum Wave
4th Gen TMs:
TM01 Focus Punch
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM20 Safeguard
TM21 Frustration
TM26 Earthquake
TM27 Return
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM52 Focus Blast
TM56 Fling
TM58 Endure
TM60 Drain Punch
TM63 Embargo
TM68 Giga Impact
TM77 Psych Up
TM78 Captivate
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash
5th Gen TMs:
TM06 Toxic
TM08 Bulk Up
TM10 Hidden Power
TM11 Sunny Day
TM12 Taunt
TM15 Hyper Beam
TM17 Protect
TM19 Telekinesis
TM20 Safeguard
TM21 Frustration
TM23 Smack Down
TM26 Earthquake
TM27 Return
TM29 Psychic
TM30 Shadow Ball
TM31 Brick Break
TM32 Double Team
TM37 Sandstorm
TM39 Rock Tomb
TM41 Torment
TM42 Facade
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM49 Echoed Voice
TM52 Focus Blast
TM56 Fling
TM63 Embargo
TM66 Payback
TM67 Retaliate
TM68 Giga Impact
TM77 Psych Up
TM78 Bulldoze
TM80 Rock Slide
TM83 Work Up
TM84 Poison Jab
TM85 Dream Eater
TM87 Swagger
TM90 Substitute
TM94 Rock Smash
HM04 Strength
CAP 3: Pyroak
Concept: Bulky special-attacker with unique defensive typing
Completed Pyroak Line
Embirch:
Height: 3’ 3”
Weight: 61.6 lbs / 28 kg Evolution:Embirch -> Level 21 -> Flarelm -> Level 42 -> Pyroak Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Egg Moves:
Aromatherapy
Blaze Kick
Counter
DragonBreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Seed Bomb
Water Sport
4th Gen Tutor Moves:
Synthesis
Ancientpower
Earth Power
Heat Wave
Iron Defense
Seed Bomb
Worry Seed
Low Kick
Block
Headbutt
4th Gen TMs:
TM06 Toxic
TM09 Bullet Seed
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM19 Giga Drain
TM20 Safeguard
TM21 Frustration
TM22 SolarBeam
TM23 Iron Tail
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM50 Overheat
TM53 Energy Ball
TM58 Endure
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash
HM08 Rock Climb
5th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Flame Charge
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM50 Overheat
TM53 Energy Ball
TM59 Incinerate
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM80 Rock Slide
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM94 Rock Smash
HM04 Strength
Flarelm:
Height: 5’ 1”
Weight: 123.2 lbs / 56 kg Evolution: Embirch -> Level 21 -> Flarelm -> Level 42 -> Pyroak Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Egg Moves:
Aromatherapy
Blaze Kick
Counter
DragonBreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Seed Bomb
Water Sport
4th Gen Tutor Moves:
Synthesis
Ancientpower
Earth Power
Heat Wave
Iron Defense
Seed Bomb
Worry Seed
Low Kick
Block
Headbutt
4th Gen TMs:
TM06 Toxic
TM09 Bullet Seed
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM19 Giga Drain
TM20 Safeguard
TM21 Frustration
TM22 SolarBeam
TM23 Iron Tail
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Secret Power
TM44 Rest
TM45 Attract
TM50 Overheat
TM53 Energy Ball
TM58 Endure
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM76 Stealth Rock
TM80 Rock Slide
TM82 Sleep Talk
TM83 Natural Gift
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
HM04 Strength
HM06 Rock Smash
HM08 Rock Climb
5th Gen TMs:
TM06 Toxic
TM10 Hidden Power
TM11 Sunny Day
TM16 Light Screen
TM17 Protect
TM21 Frustration
TM22 SolarBeam
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM39 Rock Tomb
TM42 Façade
TM43 Flame Charge
TM44 Rest
TM45 Attract
TM47 Low Sweep
TM48 Round
TM50 Overheat
TM53 Energy Ball
TM59 Incinerate
TM61 Will-o-Wisp
TM70 Flash
TM75 Swords Dance
TM80 Rock Slide
TM86 Grass Knot
TM87 Swagger
TM90 Substitute
TM91 Flash Cannon
TM94 Rock Smash
HM04 Strength
Pyroak:
Height: 6’ 9”
Weight: 369.6 lbs / 168 kg Evolution: Embirch -> Level 21 -> Flarelm -> Level 42 -> Pyroak Type: Fire/Grass Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas. Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Abilities: Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits. Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Height: 1’0.
Weight: 6.6 lbs / 3 kg Evolution: Breezi --> level up /w Iron Ball --> Fidgit Type: Poison/Flying Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas. Abilities: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.
Height: 3’ 1”
Weight: 116.6 lbs / 53 kg Evolution: Breezi --> level up /w Iron Ball --> Fidgit Type: Poison/Ground Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Persistent: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move. Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Cap 5: Stratagem
Concept: Break the Mold (Defies the stereotypes for Pokemon of its type)
Cap 6: Arghonaut
Concept: Decentralizer (Checks the majority of the top 5 Pokemon)
Completed Arghonaut Line
Privatyke:
Height: 3’ 6”
Weight: 121 lbs / 55 kg Evolution:Privatke -> Level 32 -> Arghonaut Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Height: 5’ 6”
Weight: 332.2 lbs / 151 kg Evolution: Pryvatke -> Level 32 -> Arghonaut Type: Water/Fighting Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities: Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active. Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
CAP 7: Kitsunoh
Concept: Ultimate Scout (Excels at gathering information about the opponent's team)
Completed Kitsunoh Line
Nohface:
Height: 1’4”
Weight: 66 lbs / 30 kg Evolution:Nohface -> Level-Up with Curse -> Kitsunoh Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit. Levitate (DW): (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
4th Gen Level-Up Moves:
0 Scratch
0 Iron Defense
6 Lick
10 Odor Sleuth
14 Faint Attack
18 Shadow Sneak
22 Curse
27 Copycat
31 Memento
35 Fake Out
40 Iron Head
44 Revenge
49 ShadowStrike
55 Perish Song
5th Gen Level-Up:
0 Scratch
0 Iron Defense
7 Lick
10 Metal Burst
13 Faint Attack
20 Shadow Sneak
22 Curse
26 Copycat
32 Memento
35 Fake Out
38 Iron Head
44 Revenge
47 Hex
53 Perish Song
Egg Moves:
Curse
FeatherDance
Flail
Foul Play
Hex
Metal Sound
Meteor Mash
Psycho Shift
Yawn
4th Gen Tutor Moves:
Endeavor
Fury Cutter
Headbutt
Icy Wind
Iron Defense
Iron Head
Knock Off
Last Resort
Magic Coat
Ominous Wind
Pain Split
Role Play
Snore
Spite
Trick
Height: 3’7”
Weight: 112.2 lbs / 51 kg Evolution: Nohface -> Level-Up with Curse -> Kitsunoh Type: Steel/Ghost Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Abilities: Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up. Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis. Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
CAP 8: Cyclohm
Concept: Neglected Ability (Useful abilities that aren't featured on a strong OU Pokemon)
Completed Cyclohm Line
Monohm:
Height: 2' 4"
Weight: 41.8 lbs / 19 kg Evolution:Monohm --Level 22--> Duclohm --Level 33--> Cyclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Height: 3'4"
Weight: 86.8 lbs / 39 kg Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
Height: 5'4"
Weight: 129.8 kbs / 59 kg. Evolution: Monohm --Level 22--> Duclohm --Level 33--> Cyclohm Type: Electric/Dragon Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfact accuracy and 30% chance of Protect breaking Thunder during Rain. Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon. Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).
CAP 9: Colossoil
Concept: Stop the Secondary (Punish hazards and other secondary forms of damage)
Completed Colossoil Line
Colosshale:
Height: 6' 11"
Weight: 1205.6 lbs / 548 kg Evolution:Colosshale -> Level-Up with Dig -> Colossoil Type: Dark/Water Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Abilities: Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round. Flare Boost (DW): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power. Stats: 83 / 42 / 52 / 71 / 62 / 85
Height: 8' 8"
Weight: 1504.8 lbs / 684 kg Evolution: Colosshale -> Level-Up with Dig -> Colossoil Type: Dark/Ground Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction. Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities: Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
CAP 10: Krillowatt
Concept: Utility Counter (be able to stop several threatening Pokemon, but not all at once.)
CAP 11: Voodoom
Concept: Perfect Mate (A Pokemon that combines well with other Pokemon to from offensive synergy. Togekiss was selected during the process.)
So with that out of the way, lets get to deciding the first Pokemon to pick.
Due solely to its popularity and continued complaints, Cyclohm will be the first Pokemon to be revised. The rest will be considered here based on your input. Please explain why that Pokemon should be next, not what you want to add to it. Remember that the pre-vos will also be revamped along with them.
Below a list of links to each revamp thread will be provided:
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|
Last edited by Deck Knight; May 29th, 2012 at 12:23:45 AM.
Think I'll close this for a bit since each mon will have its own thread.
OK, the thread is now reopening. What I want to do is drive discussing as to which CAP Pokemon will be next.
The next thread will be Pyroak, you may discuss it there when the thread goes up.
Otherwise, please use your posts to try and assemble a priority list for the remaining 8 CAPs. Focus on movepool creep (or lack thereof), power issues, or anything else that has been added in the 5th generation that doesn't fit.
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|
Last edited by Deck Knight; Sep 9th, 2011 at 5:50:36 PM.
1. Syclant is fairly low-priority IMO-it honestly dies VERY easily to Fire-type moves (which more and more things get), and thanks to the Mountaineer changes it's theoretically easier to kill. That being said, I haven't used String Shot for RPing yet...
2. Krill is medium priority. I would guess that the substitution rules hurt its ability to CounterCoat efficiently, while opponents can easily Dig Krill to death.
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Cookie's law of a forum: as a thread gets longer, the probability of it being derailed by a religion argument approaches 1
I think Kitsunoh should get medium-high priority. Changes to priority moves, giving Perish Song -1 priority and the proliferation of fire/ground type moves have taken some of the punch out of kitsunoh's scouting and offensive capabilities.
^
Perish song was already nerfed by making it -1 (meaning anything with taunt will get rid of it), still kitsunoh is the most popular CAP behind Cyclohm and it's a very interesting pokemon, a revamp could be welcomed
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|
Arghonaut and Rev are the most underwhelming CAPs ATM, so I feel that they should be given the most attention, now that cychlom and oak have been addressed. Failing that, Krilowatt has also been considered "broken" at times, so maybe it deserves a thread soon.
I definetly vote for Revenankh or Arghonaut. Krillowat doesn't seem to bad (atm, at least), so we should look at some of the more underwhelming 'mons first.
I'd actually say that Voodoom is the most underwhelming of the CAPs, personally. Rev and Argh are both pretty good. Voodoom, well I'm not sure simply because I haven't seem him enough to decide, but that should say something about it. I wouldn't mind any of the three, but I think Voodoom should at least be considered.
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<Gem> flame either way, you need a quote for a sig.
<Gem> why? you must have one
I have a question regarding this progress: If changes are made while a trainer has a CAP in battle/roleplay, do the changes take effect immediately, or after the battle/roleplay has finished?
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23:53 SevenDeadlySins i hereby appoint MK_Ultra fagmaster general of asb
23:53 MK_Ultra that post comes with ops right
23:53 SevenDeadlySins bops
Kitsunoh is done, but I'm a bit behind. I'll get Rev and Arghonaut up shortly since they have similar problems. Then we'll decide the rest.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|
So Colossoil finall got completed, this should be bumped.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|
Either Voodoom or Syclant. Voodoom's reasoning is pretty much, well.... does anyone even use Voodoom any more (EDIT: Outside of raids/TLRs, of course)?
Syclant's reasoning is, well.... is it weak to Ice/Bug? No? Ok, Syclant is probably going to lose, or have a really tough time winning. Frankly, Mountaineer is almost useless most of the time, and its weaknesses are just too crippling.
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Currently on an indefinite break from ASB. Sorry. <Engineer> dw you should come to america
<Engineer> where you can eat burgers and get fat
<Destiny_Warrior> 9.9 engi
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Last edited by waterwarrior; May 29th, 2012 at 11:04:49 AM.
I think it would be rather difficult without an EXTREMELY drastic change to the switch rules. It may be better to focus on improving some other aspects.
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23:53 SevenDeadlySins i hereby appoint MK_Ultra fagmaster general of asb
23:53 MK_Ultra that post comes with ops right
23:53 SevenDeadlySins bops
Let it be known that Krillowatt does NOT need Soak.
Quote:
Originally Posted by Fat Son_of_Shadoo
I think it would be rather difficult without an EXTREMELY drastic change to the switch rules. It may be better to focus on improving some other aspects.
I mean that, for example, Togekiss appreciates paralyzed foes. So, logically, Voodoom would want more ways to paralyze foes, such as Body Slam or Force Palm.
Wow saying Syclant needs to rely on its STABs to win couldn't be further from the truth. The thing has coverage out the whazoo, not to mention Technician and numerous ways to annoy the opponent (Taunt, Spikes, Double Team, a very fast Dig). Hardly in need of a buff at all, in fact I would say just right.
Voodoom on the other hand I agree is pretty terrible.
I thing Voodom should be granted an electric attack (even a weak one like shock wave or spark), as a way to grant himself a way to abuse his own abilities, which I think are the problem, even when they're awesome as a way to take electric attacks, all of them do the same, making them all but useless against anything without an electric STAB